Friday, 11 October 2013

d100 Forbidden Castles

These are some gloomy haunted, grim and spooky castles to come across on travels. Why not pop in and ask for accommodation for the night. Have added links on bottom to rest of gothic series.

d100
Forbidden Castles
1 Demon brothers keep sweatshop of maidens 

2 Black knight collects dead and dying knights in gibbets on walls
3 Witches lure strangers in youthful form for sex then eat them
4 Demon with pet werewolves likes to hunt visitors
5 Ogre has eaten residents and brought in orc followers
6 Three trolls rounded up local villagers and gorging themselves
7 Demon worshipping knight runs band of wicked robbers
8 Degenerate elder vampire enthralled residents
9 Vampire lord invites guests for dinner
10 Mummy from crypts at night spreads disease to residents
11 Shadows at night kill guests and servants leaving owners lonely
12 Revenant in crypt preventing owners from staying in at night
13 Crazed necromancer working on secret project
14 Evil dwarf torturing owners family in dungeon
15 Gremlins swarm in castle, driven owners mad
16 Poltergeist attacking children or guests in castle
17 Bugbears know secret doors and passages, love scaring castle kids
18 Evil child's wishes granted by dukes of hell, has pet t-rex
19 Shapechanging dragon among residents who are disappearing one by one
20 At night skeletons in crypt having party and music keeps residents awake
21 Ghouls raiding family crypt eating lords ancestor
22 Fat giant camped in courtyard, residents trapped inside starving
23 Residents hosts to evil intelligent demon snakes that hide inside boddies
24 Evil hunchback in gatehouse pours hot lead on any who come in or out
25 Mad monks enjoying annual torture festival
26 Evil priests, corrupt nobles and wizards stay here for perverted lock in party
27 Chanting cultist trying to summon dead god
28 Orc women have captured castle, killed women and forcing men to be husbands
29 Zombies going about business as if still alive due to curse
30 Cursed residents devolving into mutants but unaware
31 At night screaming wights keep all awake with howls, growing in numbers slowly 
32 Were rat has infiltrated staff and murdering rivals to get to the top
33 Gargoyles eating residents but they have no idea what is going on
34 Goblins singing beneath the dungeon level keep all awake
35 Residents cursed, constantly gorging and drinking selves to death
36 Strange evil custom in this place, residents entrap newcomers in curse
37 Witches raising evil young knight, cover him in enchantments to practice fighting
38 Invisible evil spiders control the lord and his family making them perform evil deeds
39 Ghost at night withers the occupants aging them with dread touch
40 Evil dead witch possesses a child and is murdering residents
41 Half ogre brute seized castle and torments the residents he enslaves
42 Castle built on ancient burial site, phantoms of savages haunt castle
43 Evil wizard uses as a base, while absent golums and other world beasts guard
44 Killer ape men have seized castle and driven off residents to start a kingdom
45 Swarming with stirge-owls, residents hide indoors
46 Water in well and font inhabited by killer minor water elementals
47 Partialy burned, salamanders here to eat flammables from plane of fire
48 Air elemental keeps pushing residents off walls, out windows, etc
49 Walls collapsing, earth elemental drops masonry and collapses walls on visitors
50 Evil black unicorn and goblin followers have taken this ruined castle as a base
51 Mistress of castle bathes in blood locals dont know why local maids vanish 
52 Beastmen taken over in parody of feudal system
53 Castle built from headstones of older faith, moaning phantoms haunt corridors at night
54 Covered in bones, skeletal horde preparing army
55 Black basalt castle of serpent men with reptile men guards
56 Crude megalithic hill fort occupied by cavemen
57 Ice castle of the winter wizard with frost salamanders and ice golems
58 Swampy slime covered castle of the frog lords
59 A witch with her goatmen dwell in a ruined castle holding blasphemous rites
60 Silver castle of the mechanical men who obey strange jeweled talking altar
61 Devil swine with slaves acting as guards, servants and concubines
62 Castle glass fades in and out of faerie land seeks new servants to replace old ones
63 Living castle of trees where elves watch the human world
64 living castle of fungus where dark elves and goblins plot wickedness
65 Volcanic castle surrounded by lava moat where fire newts build an army
66 Castle made of living swarming bugs ruled by wizard made from worms
67 Castle covered in blood and offal home of screaming cannibal cult
68 Basalt castle of lizard king with dinosaurs and croc filled moat
69 Cloud castle of skyfolk has settled here, humans gather to rob and enslave them
70 Candy castle built by witches to tempt children, familiars tell kids where to find it
71 Ratmen castle spreading disease and plague
72 Great black castle reeks of slaughter, ghoul queen holds court over her vassals
73 A naive wizard dwells here being seduced to evil by devils, witches and gold
74 Lamprey men fort with captured villagers feeding on poor victims slowly like cattle
75 Otherworldy wizened psionics from future based here to watch for enemies
76 Squid men in castle worship elder gods in horrible rituals with kidnapped locals
77 Castle conquered by telepathic pterodactyls whose orc minions kidnap sacrifices

78 Castle visitors aflicted by curse to reinact an ancient tragedy adopting roles from past
79 Selfish lizard breeding free range baby monsters in courtyard as hobby
80 Goblins overtake castle ruins for market or festival or carnival
81 Castle has been converted to a mad house by sinister medical scholar
82 Castle secret headquarters of cabal, criminal guild or sinister cult
83 Evil sect of bards meet here to discuss slander and propeganda to ruin kingdom
84 Evil knight traps party in hazard filled catacomb and tries to marry any females.
85 Children have occupied castle and fight to death for independence
86 Castle residence in fear from grisly murderer, hybrid non human among them
87 Castle residence in fear from bizarre serial killer madman among them
88 Sadist lord welcomes visitors and tests torture methods on them
89 Residents in fear of masked killer with traps and secret tunnels
90 Talking animals operate castle as a collective farm wary of humans
91 Degenerate mindless ancient vampire lord stalks ancients ruins
92 Mad wizard and hunchback servant making flesh golems
93 Ancient ruin with treasure guarded by demons
94 Gargoyles covering ruin keep mortals from castles secret chamber
95 Living castle strikes intruders with rubble, doors, animated armour till heart killed
96 An evil necromancer keeps his heart here guarded by otherworldly monsters
97 Castle cursed, out of sync with normal world, mad sorcerer clan dwell within
98 Crumbling castle actually ruined outpost of pre-humans serving elder gods
99 Ruins overlap with other plane/time, some areas seem intact and ocupied
100 Ghost castle, all seems ok (a bit old fashioned) fades as party leave

To Do List Update
d100 Grave Urns and funerary vases - smash=loot?
d100 saint relics - bits and items of great holy folk
d100 Dungeon Decor Table - dress up dull dungeon
d1000 curses
d100 Tragedy table

d100 hauntings I did reasons for haunting table - overlaps with tragedy one
d100 religious items - religious dressings, probably lootable

d100 Corpses and coffins
d100 magic skulls
d100 Commoner's pockets

headstones and crypyts
d100 what happened to my corpse
d100 what happened to my sould100 monster babies

100 Wealthy pockets
d100 Random Strange Crypt Table


d100 Random Corpse and Coffins Tables
d100 Non Corporeal Undead Encounters
d100 Corporeal Undead Encounters
d100 in the graveyard at night
d100 Weird old Houses
d100 Forbidden Castles - you are here now!
d100 Doomed Immortals
d100 Necromancers
d100 Towers 1 and 2
d100 Crossroads
d100 Islands

Castle Geomorphs
Manor Geomorphs
Crypt and tomb and catacomb Geomorphs
Mausoleum and cathedral Geomorphs
Cathedral geomorphs
d100 Strange Graveyards
- Found notes on "holiness factor" for grave areas
d100 Strange lone grave
d100 Necromancer Relics
d100 wandering holy folk, hermits and hunters of unholy
d100 strange trees
d100 megalith sites

d100 undead boss monsters
d100 things on the lonely moors at night
d100 spooky artworks
d100 catacomb decor
d100 alluring strange headstones
Gothic Dungeon Key A-Z
d100 lonely old house

d100 why are you here
Apoclypse 1 & 2

d100 magical tears
original gothic zone for long stair dnd


Ive been asked to write a romance novel which hopefully isnt too time consuming

Thursday, 10 October 2013

Gamelog: Under the sea fish spy on me

So some players away and after last retreat from frost giants Milknog the druid and Linden the bard decided to explore sea bed while they had the chance a planned for a while. Both could breathe water and could speak aquatic languages. Milknog has speak killer whale and undersea common, while Linden has speak eel. They went via underground rivers through the mountain and visited Schmoo the killer whale who is now a young adult 9HD. The sea floor near the awful whaler and sea town of Blood Sand Beach was dead covered in rotten gore, grey sludge and starfish.

Got chased by great white sharks with tatoos but the killer whale outraced them. Linden asked local eels if any wrecks about and the lads crawled inside an ancient empire treasure ship. Of course a giant octopus attacked and bothered them a while till it fled with its inky cloud. Scmoo ate the octopus and while guys healing the evil sharks attacked. Was pretty tough, Milknog took over 50 damage and Schmoo lucked out and was bareley hurt.

Some nixies saw the battle and called to the undersea court who sent a princess and her entourage of tako, merfolk and sea elves to show them the entrance to the undersea fairyland the good sea kingdom had retreated to. The princess invited them to her home and offered them shimmering scaled robes of the sea court. Fish servants helped them change and fed them urchins and caviar and jellyfish treats. The princess took linden aside and turned her tale to legs and they spent a night together. Sung about her beauty and good taste. Then she told him to not tell daddy and showed him her draconic form. Linden asked druid if it was a problem his elf wife and thief girlfriend would mind. Milknog shrugged and said "as long as everyone is happy".

Taken to court where the eel prince gave Linden a ring to summon a giant eel steed daily as a reward for aiding eelkind. Entertained by sea creature musicians in a disney like showcae of xylophonist crabs and other undersea cliches. Linden joined in and sung about how wonderful life here was. Met the king of the western ocean in his titan form and he declared he had heard of heroes and told them of the evil axis of demonic vampire manta rays, fish-lizard hybrid humanoids and and other evils. Revealed the lord of Blood Sand Beach a part ogre son of a sea hag who must die. Also gave them map to evil sea dragon who guards weed of eternal life. Eat it straight away though as t will attract all sorts of evil. Mentioned his grandma Tiamat spawned many evils in past before she adopted current form and moved to hell through the volcanic vent on Dragon island.

Linden asked about availability of sea kings daughter and he was furious about a mortals grubby interest in his precious virgin daughter and thew them out. Demanded they leave kingdom in 24 hours for offending his honour with this indecent proposal. Linden sadly resigned himself to not having a sea dragon lover and spent 24 hours shagging sea elves and mermaids. He did notice some fish following him. Dirty bastards.

Milknog met undersea druids, elves and visited great libraries of the western ocean. Boned up on his sea lore, evil sea gods, evil sea races who fled under the earths surface long ago and the planes of elemental water. When collecting baggage princess was outraged at linden and he recognized those damn fish spies whispering in her ear.  He claimed he did it from remorse but she had tako octopus manservants throw the lads and their baggage out. Schmoo the whale carried them back to Exile Island and the walked to their homes.

Linden worked on his resort plans. He now hates fish "the dirty dobbing bastards". Gets his eel buddies to keep fish away from his pad.

"Fucking Fish! I'm going to turn you spying fish fucks into fish fingers!!"


Milknog visited his wife and his secret sylvan valley. His megaliths surrounded by thorn mazes guarded by centaurs and creatures he had befriended like a giant rhino beetle and a giant gecko. Inside two headed bears defend his holy nannygoats who are intelligent and very wise. They raise all the weird creatures he has been breeding. Also a nanny in his home as a nurse for his gnome daughter.

A very weird session.

Remember: loose fish sink ships
!

Wednesday, 9 October 2013

Relics of the Saints and Holy Ones

Saints are heroes of faith, those who performed deeds of renown in the name of their god. Saints have magical powers above and beyond normal and may grant magical aid beyond death.

Many saint objects look common but accessories, carrying cases or scabbards will be valuable artworks often covered in gems and gold worth hundreds of gold. Some encrust common objects in gold and precious stones.

d20 Saintly deeds

1 Great act of charity and kindness
2 Resisted great temptations, always did right
3 Was killed horribly resisting enemy of faith
4 Founded a sect or order
5 Killed mortal enemy of faith
6 Killed supernatural enemy of religion
7 Great deed of self sacrifice for believers
8 Great ancestor and famous parent
9 Converted many with difficult pilgrimages
10 Overcame a terrible custom frowned on today
11 Killed resisting a horrible spiritual enemy
12 Pioneering founder of faith
13 Great writer who produced a holy text
14 Great healer who saved many and brought new convert
15 Great pilgrim who brought creed to new places
16 Great teacher who brought new changes to faith in past
17 Saint responsible for prophecies and communing with god
18 Saint was a great ruler in name of religion
19 Built a great wonder or monument
20 Purged heretics and would be reformists in church organisation

d100 Relics of the Saints

1 Finger +4 Climb NWP if carried
2 Finger +3 First Aid or Healing NWP if carried
3 Finger shoots a single magic missile per day
4 Finger cast bless once per day
5 Finger casts flame strike once per week
6 Toe +1 move while carried
7 Tooth removes poison from one meal and drink per day
8 Tooth detects poison if touched
9 Tooth create food and water once per day
10 Tooth cast cure light woulds once per day
11 Hair +5 HP if carried
12 Hair makes carriers hair grow long, glisten and move gently of own accord
13 Beard +1 follower if carried
14 Fingernail +1 damage edged weapons if carried
15 Ear cast silence once per day
16 Ear +2 listen if carried
17 Hand +2 lock and trap lore if carried
18 Hand +1 to hit if carried
19 Hand +2 to craft NWP if carried
20 Hand +3 play any musical instrument
if carried
21 Nose cast identify once per day if carried
22 Knee cast protection from evil once per day if carried
23 Foreleg can double speed for one turn per day if carried
24 Forearm can throw missiles with no range penalties if carried
25 Foot +30% Jump distance
26 Skull +1AC if carried
27 Skull cast raise dead once per month
28 Skull cast speak with dead once per month
29 Skull cast communion once per month
30 Skull cast cure light wounds 3 times per day
31 Jaw dont need to eat while carried
32 Scalp cure baldness 3 times a day
33 Blood cures poison, blindness or disease 1d10 doses in crystal bottle
34 Heart +2 save vs curses if carried
35 Heart +10 HP while carried
36 Heart remove curse once per month
37 Brain +2 all lore NWP knowledge checks while carrying
38 Hip cast hold person spell
39 Knuckle bone +2 unarmed damage while carrying
40 Knuckle bone +1hp all curative spells cast or potions drunk while carrying
41 Vertebrae immune to ill effects of torture if carried
42 Vertebrae weight carries 10% lighter if carried
43 Vertebrae explodes for 5d6 in 4 radius if hits undead or demon
44 Vertebrae halves falling damage while carried
45 Vertebrae +2 on strength rolls to lift or break things while carried
46 Genitalia restores fertility if carried
47 Genitalia restores virginity 3/times a day
48 Breast produces milk that feeds for a day or heals 20% damage once per day
49 Breast +2 Fear saves if carried
50 Mummified Head +1 WIS if carried

51 Liver +2 save vs poison if carried
52 Kidney +1 CON if carried
53 Tears of true sight 1d10 uses as eye drops comes in bottle
54 Rib procides two buffer levels vs energy drains per day if carried
55 Skin can be used once to reattach severed body part
56 Dagger acts as +5 to hit magic but no extra damage
57 Sword +2 undead struck must make save or flee 1d10 rounds
58 Mace +2, +1d4 damage from holy water vs undead or demons
59 Spear +2 +1d4 from sunlight if strikes beings vulnerable like undead
60 Bow +1 every second arrow is magically created
61 Hammer +2 increases STR +1d4 for one turn per day
62 Axe +2 +1d4 damage on anything made from wood or elves
63 Staff +2 creates spring of water once per week in any stone that lasts a week
64 Crook any animal up to medium size caught becomes passive on a failed save
65 Rod anyone struck cannot speak for 1 turn if fail save
66 Scales can detect alignment three times per day
67 Stylus can only write the truth
68 Shroud heals all who touch it 1d4 up to once per week
69 Chest prevents evil persons detecting contents
70 Casket burns as holy water if touched by undead
71 Crown +1 CHA if carried
72 Ring +1 INT if carried
73 Ring informs if betrayed by any who kissed ring swearing aliegence to wielder
74 Ring immune to ghoul touch while worn
75 Ring immune to being turned to stone while worn
76 Jewel resist dragon fear while carried
77 Jewel resist demon or devil fear while worn

78 Jewel immune to lycanthropy while worn
79 Bracelet regenerate 1hp per hour while worn
80 Bracelet immune to aging effects from undead or spells
81 Helmet immune to being blinded, deafened while worn
82 Shield +2 and +2 save vs demon or dragon fire or fire from any undead
83 Compass points to nearest holy ground
84 Robes +2 AC vs evil persons, always looks magnificent
85 Hat +2 AC vs undead or demons
86 Gloves +1 DEX if carried
87 Undergarments - never go to toilet or flatulent if worn
88 Cloak always warm and dry if worn, looks shabby
89 Girdle +1 STR if worn
90 Flask makes 3 batches of fluid as holy water per day
91 Lantern casts Light 3 times a day and permanent light once per week
92 Bar of soap cures disease once per day
93 Cup turns water to wine three times a day
94 Chalice turns water into flammable oil 3 times per day
95 Bell sound upsets undead +2 levels to turn undead powers of priest
96 Holy Symbol  causes fear in undead in 20 radius once per day for d10 rounds
97 Holy Symbol causes fear in demons in 20 radius once per day for d10 rounds
98 Holy Symbol +3 resist demon or undead illusions
99 Holy Symbol immune to undead charms if worn
100 Complete skeleton encrusted in jewelery makes room or area sanctified while present if already sanctified priest spells act as one level higher, weighs 100 pounds

Tuesday, 8 October 2013

Grave Robbing 3: guardians and graveyards

Last batch of tables included some varied burial area types to find on the road but this is more for traditional European and possibly some other cultures graveyards. I am going to revise part two as I'm unhappy with headstone generator (fixed - broke into three tables).

Most grave sites are watched by locals, have caretakers and visitors to watch them. Some have walls, dedicated shrines with staff and more. But others have magical or supernatural ones. Will do a graveyard encounter table for unwelcome visitors later. 

Small Graveyard
 

Typical village yard or often on a city block

4d10 headstones
25% or 1d4 small crypts
25% chance of wall
25% chance of caretaker
10% of guardian


Medium
Graveyard

Typical town yard or often over several city block
 

50+1d100 headstones
75% or 3d4 small crypts
50% chance of 1d4 large crypts
10% chance of mausoleum for
50+1d100
5% chance of a monument
75% chance of wall
75% chance of caretaker
25% chance of shrine with staff

75% of 1d4 guardians
 
Large Graveyard 
Serves a large town or small city

250+1d1000 headstones
20+2d20 small crypts
10+1d10 large crypts
mausoleum for 50+1d100
25% chance of monument75% chance of wall

1d4 caretakers
75% chance of shrine with staff 

3d4 guardians

Huge Graveyard or necropolis 
Typical for a larger city

500+5d1000 headstones
40+1d100 small crypts
20+2d20 large crypts
1d4 mausoleums for 100+1d100
1d4 monuments75% chance of wall

3d4 caretakers
1d4 shrines with staff

50% chance of a temple with staff
10+1d20 guardians


d20 caretakers
1 Old man who dig graves and cleans up in shack 
2 Old man and 1d4 assistants who dig graves and cleans up in shack
3 Priest who spends most of his time here hires assistants if needed
4 Mad hermit who lives in tomb cares for graves
5 A lone guardsman who keeps out robbers
6 A mortician and 1d4 helpers live in shack watching grave yard
7 1d4+1 guards who patrol yard for grave robbers or worse
8 A priest hunting undead and evil that might menace the rest of the dead
9 Town drunk lives on edge of yard and alerts locals if trouble
10 Local Widows keep vigil here 1d4 at any time
11 A watchdog barks and runs for help if trouble unless he knows you
12 Ravens cry and circle intruders alerting local mob
13 Local possibly homeless 1d4 kids play here and run for help if trouble
14 A local idiot likes to sleep near his dead kinfolk runs for help if intruders
15 Local witch lurks here waiting for trouble she has seen signs of
16 A poet or artist comes here for inspiration and alerts locals if a problem
17 A priest wanders the yard looking for grave robbers since a recent indecent
18 Whippoorwill birds start singing strangely if intruders alerting locals
19 A local thief lives here, considers this his territory, calls law on possible rivals
20 A night vigil of 1d10 guards, 2d6 locals and a priest roam area


d20 Monuments  
1 Triumphal arch carved with religious or battle scenes
2 A spectacular multilevel mausoleum for the chosen few 20+2d20
3 A small pyramid tomb dedicated to some eccentric noble
4 A bell tower to signal funerals or trouble
5 A huge ornamental tomb of finest marble
6 A huge statue of some figure with tomb in base
7 A collection of statues in a scene
8 A fountain with spectacular fountain
9 A huge obelisk carved with text and possibly with chambers inside
10 A stone building with flames of remembrance brazier and tomb
11 Prehistoric stone monolith like a tomb or crude carved obelisk 
12 A library documenting the dead and goings on here with staff
13 Huge holy symbol overlooking yard
14 Spectacular shrine with barred chamber with saints remains
15 Fine temple with important holy person and staff
16 A fine monastery who care for the graveyard
17 Spectacular gate house with gatekeeper and assistant guards
18 A holy well within stone building filled rumoured to have powers
19 A museum of strange things found in graveyard over centuries of use
20 A ruined ancient temple rumoured to be haunted

d50 grave guardians
Most grave sites are watched by locals, have caretakers and visitors to watch them. Some have walls, dedicated shrines with staff and more. But others have magical or supernatural ones. While some are undead made to defend graves others are free willed beings of evil seeking defilers of dead they can legitimately persecute without good beings objecting. Rumours of guardians abound. Will do a graveyard encounter table for unwelcome visitors later. Guardians generally will leave you alone if you flee from burial area.


1 Holy skeletons arise from graves 2d6
2 Zombies made from grave robbers cursed to defend it 2d6
3 Phantom rises from ground moaning causes fear
4 Spectral priest rises from ground to turn undead or curse living
5 Spirit possesses intruder and attacks friends or kills self
6 Spectre rises and tries to scare away or drain lives
7 Ghost rises and ages intruders
8 Poltergeists hurl objects and steal possessions
9 Spectral hounds howl causing fear
10 Flying screaming skulls chase evil doers
11 Lesser stone golem construct disguised as a statue
12 Greater stone golem construct disguised as a statue
13 Pumpkin headed effigies attack intruders 2d4
14 Gargoyle lies still here awaiting trouble makers
15 Great hell hound or devil dog prowls grounds
16 Hellcat here to find evil doers to send to hell
17 Swarm of vampire bats
18 Swarm of worms and bugs rises against intruders
19 A great serpent lurks hidden in holes in ground
20 A stone head flies after intruders ramming them
21 A sacrificed warrior guardian is now a revenant guardian 
22 A sacrificed warrior guardian is now a wight guardian
23 A group of wolves attack defilers 2d4
24 A great one eyed dire wolf attacks intruders
25 Minor demon or devil seeking wicked to persecute
26 Gremlins menace, rob and use trap to harass intruder
27 Swarm of rats
28 Graveyard undead knight punishes wicked and lawbreakers
29 A robed skeletal crypt guardian torments intruders with wizardry
30 A undead priest attacks intruders with spells and powers or just a weapon
31 A undead thief backstabs intruders then drags off to his burial plot
32 Ashen cloud with a charred skull from burial urn smothers wrong doers
33 Swarm of severed hands
34 Flaming skull chases intruders spitting fire at them
35 Screaming skull causes fear and bite fleeing victims till out of grounds
36 Lesser mummy arises to punish wrong doers
37 Shadows arise from grounds 1d3
38 Shadow hound
39 Animated weapons 1d4 attack
40 Headless horseman chases party
41 Unclean spirit sweeps over party as foul wind inflicting disease
42 Angry spirit posses corpse to attack intruder
43 Winged skull flies by and curses intruders
44 Skeletal reaper pursues wicked
45 Magical owl casts priest spells and makes lots of noise
46 Giant owl silently grabs someone and flies off
47 Giant bats attack and carry off equipment
48 Grave goblins defend territory of underworld gods
49 Phantom rises with chains, warns defilers will suffer beyond grave
50 A petty god punishes wicked for some personal reason here


Sampler of Gothic stuff so far

haunting - reasons for restless dead
http://elfmaidsandoctopi.blogspot.com.au/2013/08/d100-hauntings-and-recap-of-last-year.html

Monday, 7 October 2013

SYDCON 2013 & Psychon play sessions


So SYDcon is a smallish con apparently 10 years ago there was a huge scene which collapsed from in fighting and about 6 cons then. Now SYDCON in oct, EYECON in april, Canberra con (technically interstate) Bathurst several European counties distance away by train by still in same state and Gamers Get Together held week before other major cons. Brisbane and Melb events get some travellers and I was in contact with South Australian guys but they didn't respond to my last email otherwise I would go.

I guess con had about 400 participants. I popped into one off street a few years back and played Cthulhu where GM just killed us all and ended with no rolls when we touched Corbits coffin in the basic Cthulhu scenario I have run and played about 30 times. Another freeform story telling game was probably most modern game Id played then and I didn't even know then my game taste 20 years out of date then.

So many of us Exiles club crew all were running games. Some members like Herb been doing for 10 years and running weird LARPS, inter planetary airship race free forms (this game ended many year long game with only 3 factions and most of solar system destroyed and 2 big factions horribly corrupted by evil). He also ran the Cthulhu game where we were all cultists trying to save mistress from normalizing influence of town. Very funny and horrible and how I like my games. My friend Andz ran 2nd ed DnD game which was quite classic. Conan and Grant ran wild west game where party actually 4 horsemen of apocalypse and other were agents of heaven and hell. Con was lotsa fun. My octopus cardboard characters were enjoyed and ate well and gamed lots.

I avoided playing as I find harder than being a GM because I have to fight urge to be crazy murderous bastard evil player which is a strain and not so good in a con (Ive been kicked out of several games and am notorious for murdering style and defiling dead). I will do con again but will keep the Sunday free as Newcastle Zine fair a good chance to make cash, sell old stock and meet my zine pals.

Planet Psychon Gamelog
I will produce this as a free PDF in style of 2 colour adnd modules of early 80s soon. Needs some editing of handouts, and to get an artist to draw of get friends to dress up to make portraits cards so no copyright issues and also modify one monster. Will need a legal open license nerd to help too. Will be adults only so I may as well get some adult art done too. Strangely thief characters kept player handouts the most. I learned lots and realize the game aids I did were invaluable and making more really help in events lie this. Especially when I had 24 odd NPCs to manage.

Adventure Basically consists of:
10 pregenerated zero level band members cards
10 transmogged version of above as 3rd lv Psychonians
20-30 portrait cards for touring company ID cards
12 page adventure
2 hex-crawl maps with encounter tables
temple and tower and some bunker maps
passenger manifest for SKYEYE airlines
DM version of above with transformation notes
Cards for other passengers

I realized on last session cards for other passengers speed things up and made paper tokens for them I could tear up as they died. They are mooks the party must recruit followers from to help group survive. Act as meat sheilds and people for players to seduce or rescue.

Am gonna buy 10 ISBN numbers for next 9 months schedule including re releasing my zines and a street art book or two.

Basic adventure involves plane crash in Bermuda triangle of plane with 70s band (intro from con book here). They must rescue survivors, cross alien desert, get food, water, shelter and travel to a highly visible location. Recruiting followers from group is an important step. There they find a temple guarded by a robot and priestess and talk to god Colossus who sends the "champions of tribe" on a quest so all aloud to less hostile land beyond. Party kill or capture a wizard and kill his beasts that Colossus dislikes.

A major feature is each night zero level persons transform 3rd level DnD heroes fit to survive on Psychon if they fail a con roll. This seemed to be amusing and my flavour table I rolled for every critter they killed seemed to be amusing. Those changed could no longer understand the unchanged. Most had skin colour changes and weird cosmetic changes. Several had random weird sexual characteristic changes they chose not to mention to peers.

So I ran four sessions each quite different. Some funny coincidences and other oddness turned up too. I am impressed I stuck to time well but third part a bit more no nonsense and stuck fast to script and time even though started late and one player who was kinda problematic. He set up a kitchen and prepared food with his own appliances and ate in front of players in game. Interrupted basic information from me then wandered off and missed information. Pretty incredible. Apparently he has been asked to not bring appliances and do this in game or in the school rooms we rent.

Apologies for misnamed or memory errors of my recollections.

Band1: Manly Man Incorporated
These guys were the best at playing a horrible vice ridden rock band who burst into music performance and drug abuse constantly. All chose hairy guys with big mustaches. Black leader named Afro thunder stood out as leader and another cool named guy Psychedelic Haze (changed to Purple Haze when skin turned purple later). Thump the Drummer was cool too. I chose them as winners because they most acted like horrible rock dudes and played music the most times and to resolve problems. They quickly recruited the most attractive females first and managed to lose a few followers on the trek.

These guys looted their dead band members stashes first then secured all the booze before trekking aross waste to avoid monsters. Met sand worms, WW2 Pacific GI skeletons, blue skinned evil morlocks and managed to get distracted by underground tunnels while looking for water. I fudged slightly to get them back on course and they popped up across desert. They camped and a few changed and they med a red skinned hunter who guided them the way to the temple. Found some mines and avoided most other creatures. There they met guardians and accepted Colossus's quest. They waited till most changed exept for journalist. He insisted on remaining objective and took many stunning images with his Polaroid camera. Party drugged whinning children and drove fundamentalist family into the wasteland.

Went to hunt the wizard and his rust monster variants. Met his tower and called him out and he abused them and went inside. They played heavy metal till he attacked and set his beasts on them. A few more followers died and band manager turned theif climbed tower and knocked out the wizard while his beasts killed. Returned to temple and recovered party they left in desert and took to the promised land after a massive party. They revealed in new bodies and happily selected mates and flunkies from survivors. These guys were big fun and party mostly drunk and high. At one point journalist unsure what to do so he too heroin and passed out for a day. About half passengers survived.

Band2: Lovefire
This girl band with manager who degenerated into infighting, bitching and stealing followers off each other as the back up singer tried to vie for lead singer spot and constantly hijacked party agenda with selfishness, meanness and egoism. Im glad most of them knew each other as they were pretty horrible to each other. I thought the female in the group was being trashed a bit but she proved to be a black widow crazy in her own right. One band member Alex Sliver was an ambiguous gendered Bowie-esque who proved pretty fun too. Morgana Steel, and Triballz fueded on lead singer roll. Triballz was horrible vain jerk who wasted all the camera film on selfies. She also kept recruiting new followers starting with prettiest girls on plane then dissing them for petty things like being too fat, disagreeing, liking someone she hated and other reasons. Everyone she drove off became Morganas friend and she ended up with a huge enterage united in hate for the sulky Tribalz.

After some time just infighting the hispanic-jewish manager Hershel Esparo, the bands only male convinced them to get on with quest for survival as Crystal oozes pretending to be water had eaten a few passengers. Met lots of skeletons and avoided most encounters. Trabalz demanded Colossus turn her back to her perfect old human body and whined at the god. Party fully transformed had battle with mutant variant rust monsters and wounded wizard who surrender. At that moment Triballz who hid every fight had managed to climb up the wizards tower in secret jumped out and pushed wizard to death and proclaimed she was the greatest. Back at the temple Triball offended Collosus enough he turned her back to a 4hp zero level ancient who nobody could understand her ancient speech.

The only female player managed to recruit the evil hippy serial killer on the flight and totally encouraged him with hippy bushit which was funny. Alex made best friends with the ape and kept collecting fabulous costumes and changing several times a day. Killed plenty of followers also. Not the finest cross gender roleplaying ever but very funny bunch of guys.

Band3: The Gold Tops
These guy got straight down to business without in game distraction once lateness and cooking crap ended. Jack Flash, Banger, Ruby Tuesday, Powerchord and Skank Slutley the Australian Journalist where pretty efficient and managed to lay waste to skeletons, giant lizards and more. Guys got on well with other passengers managing to save those almost killed. Found abandoned but safe bomb shelter and rested when found savage grey grey aliens dragging cattle into their lair in complex and party captured them. Found red man lookout tower and were led to temple. Once again while party battled monster a thief managed to climb up and knock out wizard. Managed to turn to temple and all went to live in citadel in new land. Guys lost most time but caught up and resolved everything fairly efficiently. Crazy journo Slutley tried to inject a business suited business man with drugs and got punched out for her trouble but mostly pretty well behaved. She also developed additional breasts while another hid his secret shame.  

Team4: Magnesium Sun
Final group kept the most NPCs alive and only ones to save the fundamentalist family. Had different challenges and if not for 1st teams rock antics they would have one. Black Fu, Lilly Stone, Jimmy Awesome, Max Noise and Jimmy Sixxx all performed well. In every other party the Doctor NPC killed the copilot with his drunken treatment rolling natural 20 three times but this time he saved pilot. But later was killed when trying to befriend weird mutants. One player tried to irresponsible rocker but rest of party too nice and restrained him after he gave family acid claiming it was asprin. This party had one of highest survival rates and best participation of NPCs and managed to have most fights. They did have most trouble with wizard of any group despite having plenty of spell caster. The nun was given a pistol and proved to be best shot in whole party.

After meeting mutants party wary. They did find a mining robot sucking up gold nuggets and several greedy NPC's restrained from trying to molest robot. Rescued an Eldren escapee from Morlocks, and battled deadly life draining faceless mutants who glided over land without moving legs. Found crashed hellcats and found extra pistol and managed to be well armed so shot their way through many encounters before meeting red men watchers who aided them. In the Temple one player acused god Collosus of being a monster sending them to be assasins. Had the longest conversation with wizard of anyone and learned most about Psychon of any party. The Monsters guarding the wizard managed to disintegrate the nuns clothes and another destroyed ladder several wre trying to reach the wizard with. A few followers disarmed and naked ran from Rust monster mutant who destroyed cloth, leather and wood. When the got the monsters the wizard webbed them all and magic missiled them and set web alight with a torch but did take some hits each time. Finaly when he popped out to bespell them a theif climbed up, wedged trapdoor open and players all finished him off so he fell down tower and impaled himself on Javelin.

One party member remained unchanged and insisted on remaining so despite near death. Party member turned Elren befriended the found Eldren and developed concern for Morlock members appetites rapidly. The Eldren were talking about living forever in their citadel and how sad humans all doomed to live nasty brutish short lives. Eldren player rolled twice on altered sexual characteristics and developed elephantine genitalia. Morlock only got this result once.

Did actually learn lots about Psychon and used time well. By this time i had made NPC cards which helped keep the organized. I would score these guys well and consider a best group to run again but first group most in spirit of being band.

Notes

Random stuff in psychon book like scents, random bunkers and underworld structure tables very handy and amusing. NPCs were all stars in own right especially the FBI agent with handcuffed hippie, super useful boy scout, latino revolutionary, the black air hostess and biff the AWOL army teen. One player described as most gonzo game ever. Good. Liked the transformation stuff too. Amused by colour changes and cosmetic mutations. Flavour table popular too. Some intrigued if this was to be run again and had some good gossip feedback after. Couldnt really mention why winners won at prize giving. One gamer from shop said he like me using NWP based skills with just stat rolls (half if unskilled) and for saves. I find modern skill systems too much maths and separate numbers and feel tacked on. Thieves liked having lots and lots of NWP skills. Thieves proved popular and fairly obvious from zero level versions. Found a few editing bugs too.

If I made a Psychon GM Screen would include basic colours, settlement generator, flavours and basic terrain generation, possibly creature generators too.

Was recomended I sell myself as DM first on program, then game. I might see if I can come up with sampler sessions of EMO DnD next time so i can sun more variety. Using Psychon encounters, random sandbox content and using a different hex map for beyond the temple helped keep game interesting for me. But If I was running more straight fantasy dnd would have been less fun for me. Id like to try something like this over 5 sessions next time:

EMO DnD sampler
1 Long stairs special forced vs DnD dungeon dimension
2 Rerun this or another psychon adventure
3 Exile Island possibly city adventure
4 Play octopus royalty on mission to surface where brutal humans try to abuse and eat them
5 Gamma world or my SF inspired by spacemen & spaceships

Id actually like to have some players twice which this would allow.

Some kids games at some other cons I would DM for too. But I was relieved nobody under 18 in my Psychon game. All fun. 







Sunday, 6 October 2013

Grave Robbing 2 Headstones and crypts

When looking for graves to rob, an adventurer need only to look to the nearest headstone. Of course one outside common accepted holy ground the most legal. 


d20 Grave markers of barbarians and prehistoric peoples

1 Mound of earth
2 Mound of stones
3 Large rock
4 Boulder possibly painted or carved
5 Totem pole or ornate carved pole
6 Mini stone henge structure or megalith
7 Stone obelisk or menhir
8 Tusks, horns or beast skulls on pole
9 Mummified body supported standing or mounted warrior
10 Stones arranged in boat shape
11 Inside or under a tree
12 Ash heap, partially buried from pyre
13 Stone pillar, possibly with nooks for skulls and sacrifices
14 Painted or carved rock feature like cliff
15 Carving in turf
16 Cave or cliff hole blocked with boulder
17 Sheets of slate forming a rectangular sarcophagi
18 Carved stone head
19 Carved creature or figure from rock
20 Wooden fence with spikes on top surrounding mound

d20 Headstones of commoners
1 Mound of dirt
2 Mound of rubble
3 Mound of stones
4 Wooden post
5 Wooden board with simple writing or image
6 Carved or painted wooden board
7 Wooden holy symbol
8 Pillow size stone some writing
9 Intricate wood carved headstone
10 Cave or cliff hole blocked with boulder
11 Ash heap, partially buried from funeral pyre
12 Stone pillow headstone with text
13 Mud brick slab
14 Glazed fired brick slab
15 Stone slab
16 Stone holy symbol
17 Thin stone headstone with minimal text
18 Thick stone headstone with minimal text
19 Winged hourglass and scythe or trade tools carved in thick headstone
20 Skeletons or skulls carved in headstone
 
d20 Memorials of the rich
1 Mound of dirt
2 Stone urn
3 Small marble slab
4 Large engraved headstone
5 Huge stone tablet with large text
6 Stone bench
7 Skeletons or skulls carved in headstone
8 Winged hourglass and scythe or trade tools carved in headstone
9 Stone carving of tools of trade
10 Stone pedestal
11 Sphinx, gargoyle or other creature in stone
12 Stone sarcophagi
13 Small stone pyramid marker
14 Plinth with relief art or or engravings
15 Engraved Stone Brazier or basin
16 Elegant engraved obelisk
17 Headstone and locked iron cage (to prevent robbery?)
18 Small shrine to dead or faith
19 Monument with bust
10 Monument with statue of deceased


d12 Crypts, Tombs and Mausoleums Type
1-2 Sealed cave
3-5 Mound with stone and or wood structure within
6-7 Carved into stone landscape
8 Subterranean, built or carved
9-10 Brick structure
11-12 Stone structure


d20 Crypts, Tombs and Mausoleums Size

A building or structure dedicated to preserving dead. Smaller ones often private, larger ones connected to church, noble house, guild or monastery. Often one with best sarcophagi inside for a leader (and partner) or house founder and rest for guards or servants or concubines. For ease i tend to say crypts are small, tombs medium and mausoleums large. Monumental versions are even bigger

1-10 one person d2 10ft squares or less +0 goods
11-14 small family or group 2d4, d4 10ft squares +1 goods

15-17 large family or group 6d4, 2d4 10ft squares +d2 goods
18-19 huge family or group 6d20, 2d4 10ft squares +d4 goods
20 gigantic monumental mausoleum or necropolis, multilevel dungeon complex xd100 goods (actually this should be generated as a Gothic zone dungeon)


d20 Crypts, Tombs and Mausoleum Goods
What else besides sarcophagi?

1 Basic tools
2 Livestock remains like horses or sacrificial bull
3 Servant remains
4 Grain, flowers, wine, honey or other food supplies
5 Boat or funeral barge
6 Chariot with weapon
7 Waggon with household goods
8 Library of books, scrolls or tablets
9 Guards long dead or some may be living or magic
10 Collection of weapons
11 Living area with typical fittings
12 Statues of dead or religious or guards

13 Paintings of dead or religious stuff r property or guards
14 Relief Carvings
15 Shrine to deity or the dead
16 Models of tomb or landscape or of subjects or animals
17 Maps of land
18 Traps

19 Concubines, harem or wives with jewellery 
20 Treasure horde, bigger the tomb more wealth


d50 Some Varied Burial Grounds 
Rolled for individual site or for style of burial area. Could be rolled several times depending on size 1d3 and age 1d4-1 or both together. Each religion or era could have own style. These more for on the road or exploring. Urban and literate cultures more consistent.

1 Rock or clay sealed hole of ancient wild men with stone tools
2 Rock or clay sealed hole of common with basic personal items
3 Rock or clay sealed hole of priest or noble with d3 goods
4 Mound covering wooden chamber with sarcophagi d4 goods
5 Mound covering stone chamber with sarcophagi d6 goods
6 Crude megalithic tomb structure 1d3 goods
7 Tunnel under a tree into a chamber among roots 1d2 goods
8 Natural cave complex converted to burial area 1d4 goods
9 Catacombs under structure or settlement
10 Catacombs under ruined structure or settlement 

11 Catacombs under long vanished structure or settlement
12 Crematorium and house of urns
13 Open area with dessicated corpses exposed to elements
14 Area where type of animals are fed ritually butchered corpses
15 Cremation area where dead ashes thrown in holy well or river
16 Area where type of animals are fed exposed dead
17 Built into other structure like bridge or wall or house floor
18 Structure where corpses dissolved in acid
19 Ritual area with feast facilities for cannibals
20 Great pit where bodies chucked unceremoniously
21 Great pit where bodies chucked with rituals
22 Area with body of water where intact bodies tossed
23 Area with body of water where bodies placed in boats or rafts
24 Area with body of water where bodies placed in burning boats or rafts
25 Open graveyard
26 Fenced off graveyard
27 Fenced off graveyard with shrine or chapel and clergy
28 Fenced off graveyard with guardians or caretaker
29 Built stone crypt
30 Carved from stone crypt
31 Marble mausoleum with multiple levels
32 Necropolis built right up against settlement
33 Necropolis built within settlement
34 Ancient private brick burial vault
35 Buried in boat or boat shaped stone cairn
36 Stone built underground tomb
37 Megalith tomb with stone chamber for many persons
38 Stone sarcophagi arranged in field, often fenced
39 Public mausoleum for masses
40 Monumental Mausoleum of great ones
41Tree hollows used, possibly wrapped in bark tubes
42 Chariot burials with horse and driver
43 Horse burial (r other sacrificial beast)
44 Unmarked graves
45 Niches carved into cliff or huge rock
46 Volcanic vent with fire shrine
47 Tar Pit or bog where bodies are cast
48 Trapped Catacombs with guardians
49 Small built monument surrounded by a graveyard
50 Monumental tomb built into wonder

will do d100 grave guardians soon and graveyard generators

Thursday, 3 October 2013

gamelogs, flotsam and jetsam

Oddments today - work cancelled due to rain - was wind last week possibly cost me $500 bux. Published my first kids coloring in book. Hanging with my niece b4 she emigrates to Sweden as Australia so hostile (expensive) to immigration even from married partners of citizens. Still I will visit Estonia and Gothamburg in Sweden next year maybe.

Running 8 sessions of Planet Psychon over 3 days for SYDCON.

But today - cthulhu 1490 update, DnD exile island game vs the giants then some more ideas for blogs I had on bus yesterday.

Cthulhu 1490
Spent week preparing for high holy sabbat in Berlin where they knew Albrecht and the dark man would be. Arranged artillery over hill  with cavalry and men. Hunter infiltrated cultists in afternoon and was captured and taken to altar. Astrid came and distracted the cult with her cat while Harri escaped then she flew off in Hawk form. She is a full priestess of Freya and has been teaching spirit magic to the peasanty party members.

As cult and beasts arived Asrid saw them morphing and merging with goats into goat men. Over 400 cultists and pets in a scene straight out of Faust. A degenerate cult orgy with witche flying overhead. The party leader on his "invisible angel" (star vampire) flew overhead and waited till he saw Albreacht and the dark man (Nyarlathotep) and was about to drop fire potions on them when a naked old witch on a broom jumped him. He cut off her hands and dropped her and the potions into the sabbat. Cult leaders exploded into chunks, Nyarlathotep grew to full form scaring away most parties men and paralyzing half with madness. Blast signals bombards which shelled the area hitting the god a few times. Things looked ad but some potions and artillery drove off the god who transformed into a gargantuan gelatinous space moth and soared into space. Volley of party missiles helped. A second massive SAN blast.

Managed to rally some men and exterminated the goat men then animals, cultists and any SAN blasted troops who fled their duty in case they turned to cults in future. Found Al Aziv arabic copy of Necronomicon and several sacrificial daggers that send soul energy to Nyarlathotep. Survivors got big SAN gains and now full of themselves. I will tempt with convert 10 SAN to +1 POW rule and need to let out lotsa mythos skill to harm now. Learned of the Castle of the apocalypse in Ausberg. Spent 2000 Grossen on troops and artilery enough to live for 20 000 days.

DnD exile island game vs the giants
Half party away so players updated to 11th level and updated followers with 2 page character sheets. Then teleported to frost giants rift where i got maps mixed up and seemed to work ok. Got 1/4 through before they quit.

Zorg the sorcerer with girlfriend Clarissa and Garry the peasant thug now in full plate. Linden with his bear Bob, Bambi his mistress A thief and BarBar the Dwarvern bodyguard. Walked in and saw giants then backed out. Bambi snuck in and backstabbed one and while sorcrers firballed giants. Went down and Bambi hurt but one fled screming. Chased him and killed him to find winterwolves attacked and almost killed the bear.  Then giants came from behind. A bone wall slowed the giants and hurt them a bit while wolves made a mess from other end. Party winning and a giant fled back way party went. Caught him opening door and killed him. Searched giant sacks, found winterwolf pups and emptied a treasure room. Killed 4 more giants, looted dead adventurers then fled.

Next -
word and gifts from the emperor
modronic ancestors beg Zorg to join cosmic struggle
Emy breeding hippogriffs in her tower
Zorg and Linden have winter wolf pups
Linden's the bards women and pets squabble
Milknog visits court of under sea king and meet sea druids
Giant killing

More ideas for blogs
d100 Strange Trees
d100 strange grave monuments
d100 monoliths and elder age monsters
d100 strange headstones
d100 common headstones
d100 common tombs, crypt and mounds
d100 strange tombs
d100 graveyard generator
-size
-holiness and sanctity
-strange encounters
-guardians
d100 lesser undead
d100 undead bosses
d100 small horrible critters
d100 horrid things on the moors at night
d100 Gothic dungeon decorator
d100 alphabet key for Gothic zone
d100 strange artworks
d100 honest undead motivations
d100 saints
d100 relics

Some Fantasy ages and history in my campaign
-before time
-elemental age
-dream age
-dawn age
-magic age
-the apocalypse, death enters world, fall of demons
-elder age, strange gods fell from stars enslaved world and killed old gods
-age of war, age of primitives, barbarians and the great city states and new gods
-age of the empire, current age, twilight of the third version of great empire, end of age

My fantasy RQ3 gods converted to my DnD as official gods of that setting too

Thinking that name level 10 get 1hp+con per level but fighters, dwarves, monks and beastmen get 2hp+ CON instead - At level 20 characters kill gods and get apotheosis, world altering event
next campaign 1d6+2 generations later party play 1st level new incarnations or avatars or descendants

Priests Alternate to Turning Powers
Start with one usually depending on alignment
good/evil = turn/charm undead
law/chaos = turn/charm elemental
choose extra type based on cult/alignment at 5th
then 10th
then 15th
then 20th

lycanthrope N
golem (constructs) L or C
modron L
devil LE
demon CE
daemon E
elder beings E
slaad C
angel LG
animals B or M or N
deva G
archon LN

just some thoughts for now

The quivering many armed one needs U!!!

I'll take any suggestions in comment box as to which next
possibly someone might suggest other attempts to do same